I'm still in the planning phase for a hobby abstract renderer, and i'm wondering how i should handle multiple vertex types and different shader inputs. (This is my first graphics project, so cut me ...
The title explains my two biggest logical problems with developing a game. It's something I sit up at night thinking about, and that is "What is the most effective way to manage shaders" and "What is ...
I'm writing a D3D11 framework and I'm trying to clean it up a little, and I'm unsure how to handle errors and return codes in my classes/code. What is the "best" and cleanest way to implement error ...